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UTGame.UTAnnouncer

Extends
Info
Modifiers
config ( Game )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- UTGame.UTAnnouncer

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
byteAnnouncerLevel
SoundCueAnnouncerSoundCue
AudioComponentCurrentAnnouncementComponent
stringCustomAnnouncerSoundCue
UTPlayerControllerPlayerOwner
class<UTLocalMessage>PlayingAnnouncementClass
intPlayingAnnouncementIndex
UTQueuedAnnouncementQueue
SoundCueUTVoiceSoundCue
stringUTVoiceSoundCueSoundCue
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.Info
KeyValuePair, PlayerResponseLine, ServerResponseLine
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
function AnnouncementFinished (AudioComponent AC))
function Destroyed ()))
function PlayAnnouncement (class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject))
function PlayAnnouncementNow (class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject))
function PlayNextAnnouncement ()))
function PostBeginPlay ()))
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors


Variables Detail

AnnouncerLevel Source code

var globalconfig byte AnnouncerLevel;

AnnouncerSoundCue Source code

var SoundCue AnnouncerSoundCue;
the sound cue used for announcer sounds. We then use a wave parameter named Announcement to insert the actual sound we want to play. (this allows us to avoid having to change a whole lot of cues together if we want to change SoundCue options for the announcements)

CurrentAnnouncementComponent Source code

var AudioComponent CurrentAnnouncementComponent;
currently playing AudioComponent

CustomAnnouncerSoundCue Source code

var globalconfig string CustomAnnouncerSoundCue;
allows overriding AnnouncerSoundCue

PlayerOwner Source code

var UTPlayerController PlayerOwner;

PlayingAnnouncementClass Source code

var class<UTLocalMessage> PlayingAnnouncementClass;
class of currently playing announcement

PlayingAnnouncementIndex Source code

var int PlayingAnnouncementIndex;

Queue Source code

var UTQueuedAnnouncement Queue;
Queued announcer messages

UTVoiceSoundCue Source code

var SoundCue UTVoiceSoundCue;
the sound cue used for all UTVoice sounds. We then use a wave parameter named Announcement to insert the actual sound we want to play. (this allows us to avoid having to change a whole lot of cues together if we want to change SoundCue options for the announcements)

UTVoiceSoundCueSoundCue Source code

var globalconfig string UTVoiceSoundCueSoundCue;
allows overriding UTVoiceSoundCue


Functions Detail

AnnouncementFinished Source code

function AnnouncementFinished ( AudioComponent AC) )

Destroyed Source code

function Destroyed ( ) )

PlayAnnouncement Source code

function PlayAnnouncement ( class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject) )

PlayAnnouncementNow Source code

function PlayAnnouncementNow ( class<UTLocalMessage> InMessageClass, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject) )

PlayNextAnnouncement Source code

function PlayNextAnnouncement ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )


Defaultproperties

defaultproperties
{
   AnnouncerLevel=2
   AnnouncerSoundCue=SoundCue'A_Announcer_Reward_Cue.SoundCues.AnnouncerCue'
   UTVoiceSoundCue=SoundCue'A_Announcer_Reward_Cue.SoundCues.UTVoiceSoundCue'
   Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__Info:Sprite'
      ObjectArchetype=SpriteComponent'Engine.Default__Info:Sprite'
   End Object
   Components(0)=Sprite
   CollisionType=COLLIDE_CustomDefault
   Name="Default__UTAnnouncer"
   ObjectArchetype=Info'Engine.Default__Info'
}

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Creation time: sk 18-3-2018 10:00:48.666 - Created with UnCodeX